The CHOICE
OF
used by your character might be circumscribed by
the class
of your character, but selection is otherwise a matter of your
preferences based on various
factors presented hereafter. Of course, the
initial cost of the weapon
might affect your selection at the beginning.
Beyond this consideration,
there are factors of size and weight. The
damage inflicted by the
weapon is important, as is the amount of space
required to wield it. These
details are given hereafter.
Reorx (god of weapons)
Q: If a character using a weapon requiring
3' (or more) of space is standing
next to other characters using weapons
requiring the same amount of
space, how many may occupy a 10'
wide hallway and still attack at no
penalty?
A: Only two. Remember that human-sized
characters occupy about 3' of
space themselves, plus the given
amounts of space for using the
weapons.
(Polyhedron #2)
Question: Aside from
the obvious ones (pole arms and
bows), which of the listed
weapons are two-handed?
Answer: A battle
axe, spear, morning
star and bastard sword can
be, and a bo
stick, quarterstaff, two-handed sword and
a trident
always are.
Q: What are the following
weapons like in AD&D gaming:
great axe, great bow, great
sword?
A: The great axe is
a bardiche or halberd
(which are both poleaxes);
the great bow
is a long bow or long composite
bow; the
great sword is a two-handed
sword.
(79.16)
Q: What does "c" mean?
It?s most
often used in front of a
weapon?s
length in the Players Handbook
(page 39).
A: This an abbreviation
for the Latin word
circa, or "about." This
is used to indicate
that a number or date is
approximate.
(142.10)
Q: What is the significance
of weapon
speed factors?
A: Weapon speed factors
allow for comparison
among weapons. The lower
the speed
factor, the quicker the
weapon. Their most
common use (and the only
use mentioned
in the rules) is for breaking
ties on initiative.
When a tie occurs, compare
weapon
speed factors; the lowest
factor goes first.
However, on the first round
of a melee,
when the opponents are closing,
the
longer weapons have the
advantage. The
advantage is also with mounted
opponents
attacking or defending against
unmounted
opponents and with characters
who are
defending or attacking from
above. Spellcasting
time is equivalent to the
weapon
speed factor. That is, a
weapon with a
speed factor of 3 is as
slow as a threesegment
spell for purposes of tie
breaking.
(150.9)
Q: How do you use
the weapon to-hit
adjustment tables in the
Players
Handbook (page 38) and Unearthed
Arcana (page 27)? I don?t
understand
what they mean.
A: The tables list
the bonus or penalty
given to a weapon against
the basic armor
types. For example, the
line for Axe, Hand
reads: -5, -4, -3, etc.,
for AC 0, AC 1,
AC 2, etc., respectively.
Full plate armor
and shield gives AC 0, so
a hand axe has a
-5 to hit vs. full plate
armor and shield. If
the target were wearing
full plate armor
+ 1 and using no shield,
the adjustment is
still AC 0. However, full
plate armor alone
is AC 1, so you use the
AC 1 column regardless
of magical bonuses, and
the hand
axe has a -4 to hit. The
same holds true
for dexterity bonuses. These
tables are for
attacking humans, demi-humans,
and
humanoids?never for attacking
monsters.
Use of the tables is strictly
optional; they
were included in the game
mainly to satisfy
the real history buffs who
know that
certain weapons were much
more effective
than others on the medieval
battlefield.
(150.9)
Q: What do the following
weapons
look like: bardiche, spetum,
voulge,
guisarme, halberd, and scimitar?
A: Some of the less-known
weapons in the
AD&D game are pictured
and described in
Unearthed Arcana, pages
123-128. The
weapons depicted on these
pages include
everything on your list
except the scimitar.
A scimitar is simply a curved
broad sword
used by Arabs and Saracens.
If you?ve
seen any movies depicting
the Middle East
during the crusades, you?ve
seen scimitars.
(150.9)
Q: What does the space
requirement
listed for each weapon mean?
A: The space requirement
is exactly that:
the minimum space a character
must have
in order to use a weapon.
For example, a
fighter must be standing
in a space at least
4' wide to use a battle
axe. Space requirements
are cumulative; therefore,
two
fighters using battle axes
side-by-side
would require 8' of space.
(150.9)
Q: Can missile weapons,
other than
hurled melee weapons, he
used in
melee?
A: No, missiles cannot
be fired or hurled
when the firing character
is in melee. Furthermore,
bows and arrows are not
melee
weapons and cannot normally
be used in
hand-to-hand combat. A bow
or crossbow
could, however, be used
for pummeling
(see Unearthed Arcana, page
107).
(150.36)
Q: Is it possible
to use an object for
nonlethal combat? How much
damage
would a chair or bar stool
do?
A: Yes, you can use
odd objects for nonlethal
combat. The amount of damage
such objects
can do depends on their
hardness and mass.
See Unearthed Arcana, page
107.
(150.36)
Q: How far can objects
be tossed or
thrown?
A: The maximum range
for any tossed
object is 5" (a stone) or
3" (a flask of oil or
a vial of holy water), as
long as the object
is reasonably compact. Large,
bulky objects
have a maximum range of
2" or less,
depending on the situation.
(150.36)
Q. What is the best
weapon in the
AD&D
game?
A. This is a matter
of opinion, influenced
by the intended user and
circumstances
of use of the weapon.
In terms
of damage inflicted upon
opponents then there is
really only
1 choice of weapon for the
discerning --
the 2-handed sword.
This
implement of destruction
inflicts
large amounts of damage
with great
efficiency, but it has disadvantages.
It requires a large amount
of empty
space to swing properly
and with
gusto, by its very nature,
it requires
2 hands -- thus no shield
can be
used, causing a consequent
drop in
AC, and many DMs do not
have magickal 2-handed swords
in
their campaigns. For
many uses, the
bastard sword represents
a good
compromise between the 2-handed
sword and the longsword.
Longswords
represent a good choice
for those with an interest
in magickal
weaponry, as they are the
most
common type of magickal
sword. The
longsword also does a reasonable
amount of damage to opponents
and
can be swung in a confined
space
without too much difficulty.
For range
and speed of delivery then
one of the bow weapons is
best,
either the composite longbow
or the
heavy crossbow. The
choice depends
upon whether fire rate or
range is
judged to be the more important
factor.
For flexibility
of use, the dagger
cannot be beaten.
It can be thrown,
used in melee and makes
an excellent
backup weapon in many circumstances.
Many characters -- of most
character classes -- seem
to carry at
least 1 dagger tucked into
a boot
sheath or similar.
Polearms
may seem an attractive
weapon at 1st glance, particularly
the ranseur and spetum which
can
disarm an opponent, but
they are not
quite as useful as they
appear. The
problems of carrying a 10
foot pole
down an 8 foot high corridor
are
as nothing to the problems
of carrying
a 10 foot pole with a blade/hook/axe
arrangement on 1 end down
an
8 foot high corridor.
And finally,
for the monk at least, the
open hand is the best choice.
It is a
weapon which cannot be discovered
in a search, and monks,
particularly
at high levels, cause truly
horrendous
damage with their bare hands.
(Imagine #8)
WEIGHT
AND DAMAGE BY WEAPON TYPE
+ HAND HELD WEAPON TYPES,
GENERAL DATA, AND "TO HIT" ADJUSTMENTS
Question: With regard
to weapon type to hit adjustments, does the table on page 38 of the PH
refer to armor types without shields?
If the opponent was wearing
chain and shield should we refer to column 5 (scale
mail + shield/chain mail) or
column 4 (chain mail + shield/splint mail/banded mail)?
Answer: Chain
mail by itself is AC 5;
with shield it is AC 4.
The problem lies
with determining what the
/ marks on
the Armor
Class Table (PH, page 36)
mean. Each mark separates
a specific
type of combination of armor
which
shares the same AC rating
with the oth-
ers grouped with it. A shield,
when one is
listed, should be considered
in conjunc-
tion with the type of armor
which pre-
cedes it, not the type which
comes after
the /. J. Ward, W. Niebling
* * *
Weapon Type | Approximate
Weight in Gold Pieces |
Size S or M | Size L | Notes | Length | Space
Required |
Speed
Factor |
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Aklys (hurled) | 35 | 1-6 | 1-3 | Aklys | c. 2' | 2' | 4 (+1) | -7 | -6 | -5 | -4 | -3 | -2 | -1 | -1 | 0 | 0 | +1 |
Atlatl and javelin | 30 | 1-6 | 1-6 | Atlatl | c.3' | 1' | n/a | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Arrow | 2 | 1-6 | 1-6 | Arrow | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Axe, Battle () | 75 | 1-8 | 1-8 | Axe, Battle: 1H or 2H. Fu (Chinese), liu<*>, ch'iang<*>, chi<*>, chin, yueh, chien, ch'i fu, i huang, masakari, ono. <anhkheg mandible>. Notes. | c. 4' | 4' | 7 | -5 | -4 | -3 | -2 | -1 | -1 | 0 | 0 | +1 | +1 | +2 |
Axe,Hand or Throwing (missile) () | 50 | 1-6 | 1-4 | Axe, Hand: Piso tonkeng, batak kapak. <anhkheg mandible> | c. 11/2' | 1' | 4 | -5 | -4 | -3 | -2 | -1 | -1 | 0 | 0 | +1 | +1 | +1 |
Bardiche | 125 | 2-8 | 3-12 | Bardiche: The great axe
is a bardiche or halberd
(which are both poleaxes). (79.16) |
c. 5' | 5' | 9 | -3 | -2 | -1 | -1 | 0 | 0 | +1 | +1 | +2 | +2 | +3 |
Bec de Corbin | 100 | 1-8 | 1-6 | Bec de Corbin | c. 6' | 6' | 9 | +2 | +2 | +2 | +2 | +2 | 0 | 0 | 0 | 0 | 0 | -1 |
Bill-Guisarme | 150 | 2-8 | 1-10 | Bill-Guisarme : includes Scorpion | 8' + | 2' | 10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | 0 | 0 |
Blowgun and needle | 15 | 1 | 1 | Blowgun | 4'-7' | 1' | n/a | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Bo stick | 15 | 1-6 | 1-3 | Bo Stick: 2H. Rokushakubo, staff. | c. 5' | 3' | 3 | -13 | -11 | -9 | -7 | -5 | -3 | -1 | 0 | +1 | 0 | +3 |
Caltrop | 2-4 | 1 | 1-2 | Caltrop | n/a | n/a | n/a | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 |
Club (hurled) () | 30 | 1-6 | 1-3 | Club | c. 3' | 1'-3' | 4 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | -1 | 0 | 0 | +1 |
Dagger (missile) () | 10 | 1-4 | 1-3 | Dagger: Tanto, do-su, kozuka, aikuchi. | c. 15" | 1' | 2 | -4 | -4 | -3 | -3 | -2 | -2 | 0 | 0 | +1 | +1 | +3 |
Fauchard ** | 60 | 1-6 | 1-8 | Fauchard
<mnemonic: why can't druids use this?> |
8' + | 2' | 8 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | -1 | -1 |
Fauchard-Fork ** | 80 | 1-8 | 1-10 | Fauchard-Fork | 8' | 2' | 8 | -2 | -2 | -1 | -1 | -1 | 0 | 0 | 0 | +1 | 0 | +1 |
Fist or Open Hand | - | - | - | Fist or Open Hand | 2' + | n/a | 1 | -9 | -8 | -7 | -5 | -3 | -1 | 0 | 0 | +2 | 0 | +4 |
Flail, Footman's | 150 | 2-7 | 2-8 | Flail, Footman's (notes) | c. 4' | 6' | 7 | +3 | +3 | +2 | +1 | +1 | +2 | +1 | +1 | +1 | +1 | -1 |
Flail, Horseman's | 35 | 2-5 | 2-5 | Flail, Horseman's | c. 2' | 4' | 6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | 0 |
Fork, Military *, ** | 75 | 1-8 | 2-8 | Fork, Military | 7' + | 1' | 7 | -3 | -3 | -2 | -2 | -1 | 0 | 0 | +1 | +1 | 0 | +1 |
Garrot | 1 | 1-4 | 1-4 | Garrot | c. 3' | 11/2' | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Glaive * | 75 | 1-6 | 1-10 | Glaive-Guisarme : includes Corteaux de Breche | 8' + | 1' | 8 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Glaive-Guisarme *, ** | 100 | 2-8 | 2-12 | Glaive-Guisarme | 8' + | 1' | 9 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Guisarme ** | 80 | 2-8 | 1-8 | Guisarme : includes Bill/Bill Hook | 6' + | 2' | 8 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | -1 | -1 |
Guisarme-Voulge ** | 150 | 2-8 | 2-8 | Guisarme-Voulge : includes Lochaber Axe <place at Halberd?>. | 7' + | 2' | 10 | -2 | -2 | -1 | -1 | 0 | +1 | +1 | +1 | 0 | 0 | 0 |
Halberd | 175 | 1-10 | 2-12 | Halberd : Ko6, ch'i chi,
pi chi, bisento. <?: Ji>
The great axe is a bardiche or halberd (which are both poleaxes). (79.16) |
5' + | 5' | 9 | 0 | +1 | +1 | +1 | +1 | +2 | +2 | +2 | +1 | +1 | 0 |
Harpoon (missile) | 50-60 | 2-8 | 2-12 | Harpoon | 6-8' | 11/2' | 6 | -3 | -2 | -2 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | 0 |
Hammer, Lucern ** | 150 | 2-8 | 1-6 | Hammer, Lucern | 5' + | 5' | 9 | 0 | +1 | +1 | +1 | +2 | +2 | +2 | +1 | +1 | 0 | 0 |
Hammer (missile) () | 50 | 2-5 | 1-4 | Hammer | c. 11/2' | 2' | 4 | 0 | 0 | 0 | +1 | 0 | +1 | 0 | 0 | 0 | 0 | 0 |
Hammer, war, heavy | 100 | 1d6+1 | 1d6 | OSRIC | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Hook Fauchard | 80 | 1-4 | 1-4 | Hook Fauchard ("a weapon over 6-feet long that does 1-4 points of damage and is 25% likely to pull a man-sized or smaller victim off balance" - MM2, derro) | 8' + | 21/2' | 9 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | -1 |
Javelin * (missile) | 20 | 1-6 | 1-6 | Javelin *: Mau. <asterisk is not clear: fix this> | - | - | - | - | - | - | - | - | - | - | - | - | - | |
Jo Stick | 40 | 1-6 | 1-4 | Jo Stick: Muton, arnis. | c. 3' | 2' | 2 | -10 | -9 | -8 | -6 | -4 | -2 | -1 | 0 | +1 | 0 | +2 |
Knife (missile) | 6 | 1-3 | 1-2 | Knife | c. 1' | 1' | 2 | -6 | -5 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +1 | +3 |
Lance (light horse) 1 | 50 | 1-6 | 1-6 | Lance (light horse): Hsaio, shuo. | 10' | 1' | 7 | -3 | -3 | -2 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
Lance (medium horse) 1 | 100 | 2-7 | 2-12 | Lance (medium horse) | 12' | 1' | 6 | -1 | 0 | 0 | +1 | +1 | +1 | +1 | 0 | 0 | 0 | 0 |
Lance (heavy horse) 1 | 150 | 3-9 | 3-18 | Lance (heavy horse) | 14' | 1' | 8 | +4 | +4 | +3 | +3 | +2 | +2 | +2 | +1 | +1 | 0 | 0 |
Lasso | 20 | - | - | Lasso | (10'-20') | 8' + | 10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Mace, Footman's | 100 | 2-7 | 1-6 | Mace, Footman's: Mace = Suan Tao Fung. <anhkheg leg> (notes) | c. 21/2' | 4' | 7 | +2 | +2 | +1 | +1 | +1 | 0 | 0 | 0 | 0 | +1 | -1 |
Mace, Horseman's | 50 | 1-6 | 1-4 | Mace, Horseman's: Mace = Suan Tao Fung. <anhkheg leg> | c. 11/2' | 2' | 6 | +2 | +2 | +1 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 |
Man Catcher | 80 | 1-2 | 1-2 | Man Catcher | 8' + | 21/2' | 7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -2 | -3 |
Morning Star () | 125 | 2-8 | 2-7 | 1H or 2H: includes Godentag <Goedendag
: "club-spear"> and
Holy Water Sprinkler |
c. 4' | 5' | 7 | 0 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +1 | +2 | +2 |
Partisan | 80 | 1-6 | 2-7 | Partisan : includes Bohemian Ear-Spoon | 7' + | 3' | 9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Pick, Military, Footman's | 60 | 2-7 | 2-8 | Pick, Military, Footman's | c. 4' | 4' | 7 | +3 | +3 | +2 | +2 | +1 | +1 | 0 | -1 | -1 | -1 | -2 |
Pick, Military, Horseman's | 40 | 2-5 | 2-4 | Pick, Military, Horseman's | c. 2' | 2' | 5 | +2 | +2 | +1 | +1 | +1 | +1 | 0 | 0 | -1 | -1 | -1 |
Pike, Awl | 80 | 1-6 | 1-12 | Pike, Awl: Pike = Mao, lembing. | 18' | 1' | 13 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -2 |
Quarrel (or Bolt), hand | 1 | 1-3 | 1-2 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Quarrel (or Bolt), light | 1 | 1-4 | 1-4 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Quarrel (or Bolt), heavy | 2 | 2-5 | 2-7 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Ranseur 4, * | 50 | 2-8 | 2-8 | includes Chauvres Souris, Ransom, Rhonca, Roncie, Runka | 8' + | 1' | 8 | -3 | -3 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | +1 |
Sap | 10 | 1-2 | 1-2 | Sap | 1/2 | 1' | 2 | -14 | -13 | -12 | -10 | -8 | -6 | -5 | -4 | -3 | -2 | 0 |
Scimitar () | 40 | 1-8 | 1-8 | includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. | c. 3' | 2' | 4 | -4 | -3 | -3 | -2 | -2 | -1 | 0 | 0 | +1 | +1 | +3 |
Sling Bullet | 2 | 2-5 | 2-7 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Sling Stone | 1 | 1-4 | 1-4 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Spear2 * () | 40-60 | 1-6 | 1-8 | Spear: 1H or 2H. Yari. | 5'-13' + | 1' | 6-8 | -2 | -2 | -2 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | 0 |
Spetum 4 | 50 | 2-7 | 2-12 | Spetum : includes Corseque, Korseke | 8' + | 1 | 8 | -2 | -2 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | +1 | +2 |
Spiked Buckler | 35 | 1-4 | 1-3 | Spiked Buckler | 1' | 2' | 4 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | +2 |
Staff, Quarter () | 50 | 1-6 | 1-6 | Staff, Quarter: 2H | 6-8' | 3' | 4 | -9 | -8 | -7 | -5 | -3 | -1 | 0 | 0 | +1 | +1 | +1 |
Staff Sling | - | - | - | Staff Sling | 5' | 6' | 11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Staff Sling Bullet | 5 | 2-8 | 3-9 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Staff Sling Stone | 4 | 1-8 | 2-8 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Sword, Bastard 5 () | 100 | 2-8 | 2-16 | Sword, Bastard: 1H or 2H. SA:
Dwarven use of bastard swords
Sword, Bastard: incl. Claymore - OSRIC. (notes). |
c. 41/2' | 4' + | 6 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +1 | 0 |
Sword, Broad | 75 | 2-8 | 2-7 | Sword, Broad (notes). SA: Dwarven use of broad swords | c. 31/2' | 4' | 5 | -5 | -4 | -3- | -2 | -1 | 0 | 0 | +1 | +1 | +1 | +2 |
Sword, Falchion | 60-80 | 2-7 | 2-8 | Sword, Falchion | c. 31/2' | 31/2' | 5 | -3 | -2 | -2 | -1 | 0 | +1 | +1 | +1 | +1 | 0 | 0 |
Sword, Khopesh | 75 | 2-8 | 1-6 | Sword, Khopesh | c. 31/2' | 4' | 9 | -7 | -6 | -5 | -4 | -2 | -1 | 0 | 0 | +1 | +1 | +2 |
Sword, Long () | 60 | 1-8 | 1-12 | Sword, Long (notes). SA: Dwarven use of long swords. Tau-kien. <translate into English> | c. 31/2' | 3' | 5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | +1 | +2 |
Sword, Short 3 () | 35 | 1-6 | 1-8 | Sword, Short: Kris | c. 2' | 1' | 3 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | +1 | 0 | +2 |
Sword, Two-handed () | 250 | 1-10 | 3-18 | Sword, Two-handed: 2H. No-dachi.
The great sword is a two-handed sword. (79.16) |
c. 6' | 6' | 10 | +2 | +2 | +2 | +2 | +2 | +2 | +3 | +3 | +3 | +1 | 0 |
Trident | 50 | 2-7 | 3-12 | Trident: 2H <?>. Magari yari, tiger lance. | 4-8' + | 1' | 6-8 | -4 | -3 | -3 | -2 | -1 | -1 | 0 | 0 | +1 | 0 | +1 |
Voulge | 125 | 2-8 | 2-8 | includes Lochaber Axe | 8' + | 2' | 10 | -2 | -2 | -1 | -1 | 0 | +1 | +1 | +1 | 0 | 0 | 0 |
Whip | 25-35 | 1-2 | 1 | Whip | 8'-20' | 5-8 | 5-8 | -14 | -12 | -10 | -8 | -6 | -4 | -2 | -1 | +1 | 0 | +3 |
* These weapons do twice
the damage indicated to size L creatures when
set (firmly grounded) to receive a charging opponent.
** These weapons are capable
of dismounting a rider on a score equal to or greater than the "to hit"
score.
1: These weapons do twice the indicated damage against
creatures of any size when employed by an attacker riding a charging mount.
2: This weapon does twice the damage indicated to any
oponent when the weapon is firmly set to receive their charge.
3: This weapon class includes all pointed cutting and
thrusting weapons with blade length between 15 and 24 inches.
<eg. 3.1 short sword, 3.2 gladius,
3.3 xiphos,
3.4 baselard,
3.5 short sword, 3.6 katzbalger,
3.7 model
1832 foot artillery sword, 3.8 short sword> <check
these>
4: These weapons are capable of disarming an opponent
on a score required to hit AC8.
5: Treat this weapon as a long sword if it is used one-handed.
<6: Ko, an ancient Chinese weapon
also known as a dagger-axe
in English - wikipedia. Note that the Ko might be closer to the Bec de
corbin.>
HURLED
WEAPON AND MISSILE TYPES, GENERAL DATA, AND "TO HIT" ADJUSTMENTS
Damage vs. Opponent Range
Aproximate Weight in
Gold Pieces |
Approximate
Weight in Pounds |
Size S or M | Size L | Notes<> | Fire Rate | S | M | L | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Aklys (melee) | 3.5 | 1-6 | 1-3 | Aklys (hurled) | 1 | 1 * | - | - | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 |
Atlatl and javelin (melee : javelin) | 3 | 1-6 | 1-6 | Atlatl (javelin) | 1 | 3 | 6 | 9 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | +1 | +1 | +2 |
Arrow | 0.2 | 1-6 | 1-6 | Arrow | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Boomerang, War (C5) | 1d6+2 | 1-6 | C5 The Bane of Llewellyn | 2 | 2 | 4 | 6 | - | - | - | - | - | - | - | - | - | - | - | |
Bow, Composite, Long | 8 | - | - | Bow, Composite, Long (notes) (SA) | 2 | 6 | 12 | 21 | -4 | -3 | -2 | -1 | 0 | 0 | +1 | +2 | +2 | +3 | +3 |
Bow, Composite, Short | 5 | - | - | Bow, Composite, Short (notes) | 2 | 5 | 10 | 18 | -4 | -4 | -3 | -3 | -1 | 0 | +1 | +2 | +2 | +2 | +3 |
Bow, Long | 10 | - | - | Bow, Long (SA) | 2 | 7 | 14 | 21 | -2 | -1 | -1 | 0 | 0 | +1 | +2 | +3 | +3 | +3 | +3 |
Bow, Short () | 5 | - | - | Bow, Short | 2 | 5 | 10 | 15 | -7 | -6 | -5 | -4 | -1 | 0 | 0 | +1 | +2 | +2 | +2 |
Axe, Hand (melee) | 5 | 1-6 | 1-4 | Axe, Hand | 1 | 1 | 2 | 3 | -6 | -5 | -4 | -3 | -2 | -1 | -1 | 0 | 0 | 0 | +1 |
Blowgun and needle | 1.5 | 1 | 1 | Blowgun Needle | 2 | 1 | 2 | 3 | -14 | -12 | -10 | -8 | -6 | -4 | -2 | -1 | -1 | +1 | +2 |
Bow ^ | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Club (melee) | 3 | 1-6 | 1-3 | Club (hurled) | 1 | 1 | 2 | 3 | -9 | -8 | -7 | -5 | -3 | -2 | -1 | -1 | -1 | 0 | 0 |
Crossbow \/ | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Heavy quadruple crossbow | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Dagger (melee) | 1 | 1-4 | 1-3 | Dagger | 2 | 1 | 2 | 3 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | -1 | 0 | 0 | +1 |
Dart | 0.5 | 1-3 | 1-2 | Dart | 3 | 1 1/2 | 3 | 4 1/2 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | 0 | +1 |
Hammer (melee) | 5 | 2-5 | 1-4 | Hammer | 1 | 1 | 2 | 3 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | +1 |
Harpoon (melee) | 5-6 | 2-8 | 2-12 | Harpoon | 1 | 1 | 2 | 3 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | 0 | +1 |
Javelin (melee) | 2 | 1-6 | 1-6 | Javelin * | 1 | 2 | 4 | 6 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | 0 | +1 |
Knife (melee) | 0.6 | 1-3 | 1-2 | Knife | 2 | 1 | 2 | 3 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | +1 |
Lasso | 2 | - | - | Lasso | 1/2 | 1 | 2 | 3 | +9 | +8 | +7 | +6 | +5 | +4 | +3 | +2 | +1 | 0 | -1 |
Quarrel (or Bolt), hand | 0.1 | 1-3 | 1-2 | Crossbow, Hand | 1 | 2 | 4 | 6 | -6 | -4 | -2 | -1 | 0 | 0 | 0 | +1 | +2 | +2 | +3 |
Quarrel (or Bolt), light | 0.1 | 1-4 | 1-4 | Crossbow, Light () | 1 | 6 | 12 | 28 | -3 | -2 | -2 | -1 | 0 | 0 | +1 | +2 | +3 | +3 | +3 |
Quarrel (or Bolt), heavy | 0.2 | 2-5 | 2-7 | Crossbow, Heavy ()
Max. range underwater = 30'.
|
1/2 | 8 | 16 | 24 | -2 | -1 | -1 | 0 | +1 | +2 | +3 | +3 | +4 | +4 | +4 |
Sling Bullet () | 0.2 | 2-5 | 2-7 | Sling (bullet) | 1 | 5 | 10 | 20 | -3 | -3 | -2 | -2 | -1 | 0 | 0 | 0 | +2 | +1 | +3 |
Sling Stone | 0.1 | 1-4 | 1-4 | Sling (stone) | 1 | 4 | 8 | 16 | -7 | -6 | -5 | -4 | -2 | -1 | 0 | 0 | +2 | +1 | +3 |
Spear (melee) | 4-6 | 1-6 | 1-8 | Spear | 1 | 1 | 2 | 3 | -4 | -4 | -3 | -3 | -2 | -2 | -1 | 0 | 0 | 0 | 0 |
Staff Sling (melee) Bullet | 0.5 | 2-8 | 3-9 | Staff Sling (bullet) | 1/2 | - | 3-6 | 9 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
Staff Sling (melee) Stone | 0.4 | 1-8 | 2-8 | Staff Sling (stone) | 1/2 | - | 3-6 | 9 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | 0 | 0 |
* 10-foot range only, not 10 yards.
Rate of fire is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = Long.
Armor Class Adjustment is based on the weapon or missile
being discharged at short range.
Adjust by -2 at all medium ranges, by -5 at all long
ranges.
<RANDOM MISSILE WEAPON:
1. Aklys, 2. Atlatl and javelin, 3. Long Composite Bow,
4. Short Composite Bow, 5. Long Bow, 6. Short Bow, 7. Throwing Axe, 8.
Blowgun, 9. Club, 10. Heavy Quadruple Crossbow, 11. Heavy Crossbow, 12.
Light Crossbow, 13. Dagger, 14. Dart, 15. Hammer, 16, Harpoon, 17. Javelin,
18. Knife, 19. Lasso, 20. Sling (Bullet), 21. Sling (Stone), 22. Spear,
23. Staff Sling.>
BOWS
Question: In ADVANCED
DUNGEONS AND DRAGONS, how much damage do bows do?
Answer: None. Bows
do not do damage, arrows do. However, if
you hit someone with a bow,
Id say it would probably do 1-4 points of
damage and thereafter render
the bow completely useless for firing
arrows. What the bows do
is allow a greater variety of ranges; all the
damage done by arrows is
the same.
Question: Are longbows
or composite longbows permis-
sible for use underground?
Answer: It is theoretically
possible to use any sort of weapon under-
ground if the conditions
are proper. We know of a campaign which in-
cludes catapults manned
by orcs in large underground caverns. The
use of a longbow or composite
longbow underground would involve
some inherent problems that
should be evident to any DM (or bow
carrier) worth his salt
but they can be used. J. Ward, W. Niebling
* * *
The great bow is a long bow or long composite bow. (79.16)
Question: We have a group
of players here who insist that
they can ride on a mule
in a 10-foot-wide and 10-foot-high
corridor and shoot arrows
from longbows. Now, there are two
characters who say they
ride side by side and do this over the
objections of the rest of
the party members. I think this is
wrong. Am I right?
Answer: Yes, you are correct.
First, you cannot shoot
arrows from a longbow in a dungeon that has 10-by-10-foot passageways.
Longbows are indirect fire
weapons and you need lots of space to use one.
Second, as for the men:
From your letter, I gather that they are wearing
plate mail. It would be
extremely difficult to ride side by side in a
corridor this size with
two nervous mules and two fully armored men.
The mules
are not strong enough to carry what a war horse is supposed to carry. (Correction)
Mules are mostly used as
pack animals.
Also, firing from the back
of an animal is hard enough and to fire a longbow from one is impossible.
(Note: This answer is
in error.)
Question: Are longbows
or composite longbows permis-
sible for use underground?
Answer: It is theoretically
possible to use any sort of weapon under-
ground if the conditions
are proper. We know of a campaign which in-
cludes catapults manned
by orcs in large underground caverns. The
use of a longbow or composite
longbow underground would involve
some inherent problems that
should be evident to any DM (or bow
carrier) worth his salt
but they can be used. J. Ward, W. Niebling
* * *
The great bow is a long bow or long composite bow. (79.16)
Q: What exactly is
a composite bow?
Why should a character buy
one? In
the AD&D game, a long
bow costs
less and shoots farther
than even a
long composite bow.
A: A composite bow
is made up of layers or
wood, bone, and sinew (this
is the "composite"). They are more difficult to make
than a one-piece bow (often
called a self
bow), hence the greater
cost. Composite
bows offer two advantages
over self bows:
They are more powerful for
their size; a
long self bow is longer
than a man is tall; a
long composite bow has about
the same
range but is only about
4' long. Composite
bows can be specially built
to allow for
strength bonuses. One local
campaign
figures the cost of such
special bows as
equal to the base cost for
the bow plus an
equal amount per bonus point
of damage,
so that a bow allowing +
1 hp damage for
a 16 or 17 strength is twice
normal cost, a
bow allowing +2 hp damage
(18 strength)
is triple the cost, etc.
(142.71)
<
[Weapons, listed by damage. Included because it is fairly
common to just see a damage listing for many humanoid stat blocks in the
mods, with no mention of what the weapon is.]
d4
Dagger
Garrot
Hook Fauchard
Quarrel (or Bolt), light
Sling Stone
Spiked Buckler
d6
1. Arrow
2. Axe, Hand or throwing
3. Bo Stick
4. Club
5. Fauchard (pole scythe)
6. Glaive (pole knife) [incl. Couteaux de Breche]
7. Javelin
8. Jo Stick
9. Lance (light horse)
10. Mace, horseman's
11. Partisan (miniax.spear.miniax) [incl. Bohemian Ear-Spoon]
12 .Pike, Awl
13. Spear
14. Staff, Quarter
15. Sword, Short [incl. all pointed cutting & thrusting
weapons with blade length between 15" and 24"]
d8
Axe, Battle
Bec de corbin (pole can opener)
Fauchard-Fork (pole scythe + fork)
Fork, Military
Scimitar [incl. Cutlass, Sabre, Sickle-sword, Tulwar,
etc.]
Sword, Long
2-8
Harpoon (UA)
Morning Star (incl. Godentag and Holy Water Sprinkler)
Staff Sling Bullet (UA)
Sword, Bastard (as long sword if used one-handed)
Sword, Broad
Sword, Khopesh (UA)
Bardiche
Bill-guisarme (incl. Scorpion)
Glaive-Guisarme
Guisarme (pole-knife) (incl. Bill/Bill Hook)
Guisarme-Voulge (incl. Lochaber Axe)
Lucern Hammer
Ranseur (incl. Chauves Souris, Ransom, Rhonca, Roncie,
Runka)
Voulge (pole-cleaver)
d4, Thief
Dagger
Garrot
Sling Stone
Spiked Buckler
d6, Thief
Arrow [short bow only]
Club
Sword, Short [incl. all pointed cutting & thrusting
weapons with blade length between 15" and 24"]
>
<
SWORDS
01-65 = long sword
66-85 = broad sword
86-90 = falchion
91-95 = short sword
96-99 = bastard sword
00 = two-handed sword
>
Sorry...
I just noted the list of two-handed weapons.
All real pikes, not merely awl pikes, are two-handed weapons.
A sling is used one-handed after loading the pouch with a stone or lead bullet. Only a staff sling is a two-handed weapon.
Most spears and a trident can be used effectively one-handed, although they can be used with both hands.
Cheers,
Gary
Damage vs. Opponent
Weapon Type | Approximate
Weight in Pounds |
Size S or M | Size L | Notes | Length | Space Required | Speed Factor | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Joe Maccarrone wrote:
A question:
What do you think of using a single damage figure for AD&D weapons, as later editions of the game do, rather than S/M and L damage? At first I hated this idea, as I love the unique aspects of AD&D, but it would streamline combat a wee bit, and streamlining is often good...
If doing so, I have a notion to split the difference as much as possible; for example, 1-10 for a long sword rather than 1-8/1-12. Thus, S/M creatures would get hit a little harder, which isn't necessarily a bad thing, and big critters would be a little scarier to fight, which also isn't a bad thing....
Thanks!
Joe
Howdy Amigo:)
I put the damage differentiation
into the AD&D game so as to give small opponents a better chance,
humand a better chance against large opponents.
In the system it worked
well, and the amount of bookkeeping required is minimal, so I would not
change it.
Quote:
Now on to an actual question.
Why the devil did you put
weapon speeds and THACO in th PHB when you know your average 13 old boy
at the time was going to look at them and go " HUH?"....
<THACO was introduced
in the DMG>
Maraudar
As I have said all too often
wghen asked that very question, in a moment of madness i listened to a
couterie
of combat simulators who urged me to include that sort of detail.
As a matter of fact I never used modifers, and speeds only when there was a critical duel abnd there was an initiative tie.
So yes, mia ciulpa, and I should never have put those things in there
Cheers,
Gary
Anonymous wrote:
Oh, BTW a real question.
What did you base your damage
done by crossbows on?
I was always under the impression
the typical crossbow did more damage then the typical long bow (that is
before the advent of the English Longbow, and composite bow).
Damage from heavy crossbow
bolts was generally severe beacuse of the size of the missile and its penetration.
Of course there were no
longbows used in Europe before ther Welsh longbow came into play in the
hands of the Plantaganet English operating in France.
Anyway, keep in mind that
the OA/D&D systems were never meant to be combat simulators, and all
wise DMs ignored the few portions that lead in that direction.
Damage
and hit points in any game are most probably based
on game considerations that have nothing to do with actual human or animal
frailties, if you will.
A 6" knife will kill a person
just as dead as a 6' long two-handed sword, for example.
The actual measure of harm
inclifted is tissue damage from weapon penetration of flesh, and shock
to tissue--as well as vital organ damage and blood loss, of course.
In a game, details of such
things are pretty well minor considerations, never to be dealt with in
any sort of mechanic that is based on actuality, or else the whole reason
for the game form, adventure on an onging basis with a heroic game persona,
is lost.
Cheers,
Gary
DMPrata wrote:
Ooh, ooh I know this one!
Light crossbows do less damage then self bows, and heavy crossbows do about
the same amount, but take a look at the armor type adjustments. The crossbow
generally has a better chance of penetrating a plate-armored foe.
At close range the heavy
crossbow is deadly.
It's penetratin falls off
sooner than that of the longbow, and the later had a longer effective range
and a much greater rate of fire than does any but a repeating (Chinese)
crossbow.
The repeating crossbow has
poor penetration and short range at best, however.
Gary the Wargamer
Anonymous wrote:
Wow, never caught that before. At some point, I thought crossbows were outlawed because of their advantages in warfare, but I can't remember if it was their increased accuracy, effectiveness or just that they were less expensive.
I always assumed crossbows were easier ot fire in plate mail (or heavy armor) then a long bow. This is just an assumption though.
Of course haevily armored
nobles didn't like weapons that made them vulnerable to mere commoners,
especially at ranges where they were unable to cut them down.
No outlawing of the crossbow was ever effectively made.
The longbow was much more
effective at penetrating armor than the crossbow (Agincourt, Creasy, and
Poitiers demonstrate this amply) likely because of volume of fire,
as a longbowman could release
a half-dozen or more arrows in the time it took for a crossbowman to load
one quarrel and crank up his bowstring to release it.
Cheers,
Gary
Quote:
Originally Posted by Bulldogc
Gary I got another question
for u. What was going through your mind when making the crossbow stats?
Aside from the monk, there
seems to be no reason at all to actually use one when even a sling is better
in most respects.
What was going through my
mind was mainly historical accounts of weapons. The crossbow was a major
weapon for three reasons: they were easy to make, they could be used effectively
by troops that had little training, the heavy ones could penetrate even
plate armor at close range. Even the heavy crossbow was clearly inferior
to the Welsh/English longbow and the heavy composite Eastern bow, and the
bamboo (very) longbow of the samurai.
A sling can not be used where a flat trajectory is required, and one employing a sling must have room to swing it. The use of a sling requires a lot of training too, and specially cast tapered broinze missiles for good armor penetration. OTOH, the Incas were dropping armored Conquistadores with their egg-sized stone missiles.
Cheers,
Gary
Quote:
Originally Posted by Bulldogc
ah, yea i guess that makes
some sense just a followup to it. can a crossbow be specialy crafted to
take advantage of stronger people to increase projectile damage?
Bulldogc,
You aren't the first persn to ask me that question <embarrassment>
As the heavy crossbows were all cranked or otherwise wound to them, the answer has to be no. However...
A character with considerable strength (as the DM determines) could probably a light crossbow without benefit of the usual lever used, so rate of fire could be increased. A very powerful character might be able to haul the string of a heavy crossbow back with a claw lever, thus firing it as rapidly as a light one.
FWIW,
Gary
PS. If those stupid smiley faces appear another time, they stay. They evidently are a computer generated editing of the word "c*o*c*k" as in what one does to ready a crossbow or firearm for immediate firing. that not to be confused with a male chicken <devious>
Dwayanu wrote:
I've long refereed "little
booklets" D&D, enjoying AD&D as a
player. Lately I've been delving into the books with an eye to DMing.
One curious omission is that they do not specify which weapons must be wielded two-handed.
The most (but far from only!) contentious subject in my experience is the "battle axe." In my own view, the "hand axe" would include the francisca; the "bardiche" seems to me to cover two-handed battle-axes shorter than a poleaxe. In game terms, the "battle axe" seems a poor choice if two-handed.
Whatever guidance you care to offer would be much appreciated.
I'm glad to see that you
are at last free to concentrate on creative work rather than commercial
frustrations. I thank you, and wish you all the best.
First and foremost, the
FRPG is not a combat simulation.
It is something entirely
different.
As for what weapons need
to be used with both hands, well that's a matter of common sense. the bow
is one, so is the two-handed sword.
All pole arms, long spears,
and pikes need both hands.
A battle axe if a relativelt
short-hafted weapon that is wielded with one hand. although two can be
usedm as with a bastard sword..
Cheers,
Gary
Dwayanu wrote:
Thank you!
I value the insight into your intent. I don't think "combat simulation" is what interests those for whom I have inquired.
To halflings most weapons
they can wield are two-handed.
To ogres and their ilk most
human weapons that they can use are one-handed.
To worry about that sort
of thing verges on wargaming...combat simulation
Cheers,
Gary
Quick question (sorry, AD&D related)
Footman's mace, footman's flail...one or two-handed?
Danke!
Both weapons are essentially
two-handed ones, although a strong and skilled warrior could weild either
single-handed with some effect I should think.
Cheers,
Gary
Quote:
4.) Lastly, (and forgive me if you've answered this)
if there is one rule/concept you would change in AD&D 1st edition after
the fact, what would it be?
Thanks,
Remathilis
Yes! First, I'd remove the psionics material, possibly
adding it back in later on, having been able to spend more time and being
very careful to see that it meshed better with the magic system in the
game.
Next, I'd drop the weapon speed and weapon vs. armor material, as those are seldom used and generally slow and complicate play. Those considerations could be picked up in a special "duelling" supplement or the like.
BTW, when I am DMing AD&D, I tend to ignore rules that get in the wat of the flow of the game. When I have said so before an audience, there have always been some audience members who expressed shock, not to say horror and disbelief. I aon't a rules lawyer, and I believe my own advice--ignore and change as the DM sees fit to make the players' involvement intense and the game be a compelling experience
Cheers,
Gary
Cheerio,
Gary
Quote:
Originally posted by
Cias the Noble
4. I have noticed in the
PHB that composite long bows have a shorter range (for short or medium
range, but the same long range) and worse armor class to hit adjustments
than regular long bows (in reality composite bows are MUCH better than
regular bows). In fact the only benefit that I can see to using a composite
long bow over a regular long bow is that the composite variety weighs 80
g.p. instead of 100 g.p. Is there a reason the composite long bows seem
to be inferior?
Composite bows of laminate
horn, sinue, etc. are assumed to have a high velocity over a shorter range,
thus the shorter initial ranges.
They employ lighter arrows
than do long self bows.
From my reading they were
inferior to the long self bow, just as the stats indicate.
This is a judgement call,
of course
Quote:
Originally Posted by Tuzenbach
Gary,
Here's an old one, but a good one (I hope! <paranoid> ). Crafting the rules for AD&D way back when, what exactly (or approximately, even! <devious> ) was going through your head as to the differentiation between the "long sword" versus the "broad sword". Thanks!
It was the differences between
the two weapons, namely a thinner blade with a thrusting point for the
longsword.
the broadsword is more of
a cleaving only weapon, altough it can be thrust.
Cheers,
Gary
Quote:
Originally Posted by Sanguinemetaldawn
Greetings Col,
I have some questions about
the weapon details on pages 26-27 of 1E Unearthed Arcana.
As AD&D is now
the IP of wizards of the Coast, I do not make any comments on the system.
I'll make exceptions where the answer is general and not specific to the
rules proper.
Quote:
Originally Posted by Sanguinemetaldawn
For the length listing,
does that include the hilt/grip? Especially the Two-Handed Sword....its
listed at 6'. If that is 6' of blade, that strikes me as monstrously unwieldy.
Also, the table lists the
Bardiche at 5' and the Battle Axe at 4'. I always imagined the Bardiche
as a Pole Axe, and longer than 5'. Am I just plain wrong? Maybe I should
be thinking of something else?
The lengths were entire,
not just for the blade, and a two-handed sword was gripped on hilt and
lower blade. They were unwieldy for all but very strong men, and even then
if the wielder missed likely he was dead.
A bardiche is not a long poke arm, but rather a short one, and the blade of the weapon is typically about two or two and a half feet long otr even longer. It is not an axe but rather more of a cleaver-type weapon.
Quote:
Originally Posted by Sanguinemetaldawn
For the Space Required listing...
Is that radius or diameter?
Was there a particular way
you expected it to be used?
Generally we wouldn't bother
with this except when crawling through narrow tunnels or the like. How
was this used when miniatures were employed?
It was ignored. The AD&D
game was not designed to be a cmbat simulation, and the information should
likely have been omitted.
Quote:
Originally Posted by Sanguinemetaldawn
For the weapon To Hit modifier
versus Armor Class...
One thing that has frustrated
me is the way the same modifer applied to different armor situations...
For example, a Lucern Hammer
recieves a +2 against AC 4.
But AC 4 applied to Chain
+ Shield, Banded, Splint, and Bronze Plate. This seems like a highly varied
situation. Was this essentially a simplification?
See above :\
Quote:
Originally Posted by Sanguinemetaldawn
Also, how did you arrive
at these modifiers?
Was it a matter of personal
knowledge and research plus some educated guesswork?
Something else?
Any references you'd recommend
on this?
My roots are in military
history and military miniatures gaming. I read a lot of books about arms
and armor, and then used educated guesswork based on a few solid historical
references regarding the efficiacy off weapons versus armor and vice versa.
In all, I included the details because of insistance of some avid palyers that were in touch with me, regretted listening to them, for the RPG is not suited to combat simulation.
Quote:
Originally Posted by Sanguinemetaldawn
Finally...
There are a few weapons
that unhorse or disarm on the right to hit roll.
For example a Guisarme would
dismount a rider if it hits, and the Ranseur would disarm if it hit an
AC 8.
1) Was the player required to announce they were attempting a disarm or dismount? Was choice required for the intended effect? (damage or dismount but not both?) Was the result an automatic side effect if the conditions were met?
The latter. that is the
advantage of the pole-arm
Quote:
Originally Posted by Sanguinemetaldawn
2) Were these hit results
supposed to account for AC versus Armor type?
For example, the Guisarme
has a -3 to hit AC 1. Now lets say a third level fighter is attacking a
horsed opponent wearing Full Plate (no shield) with a Guisarme and rolls
a 19. Normally this hits, but after weapon versus armor type is misses.
Does this mean that the
opponent is unhorsed but takes no damage? Or is the attack considered a
total miss?
As I noted above, we never
used the weapons vs. armor type adjustments.
Quote:
Originally Posted by Sanguinemetaldawn
Thanks for dealing with
so many questions.
Welcone...for such as my
answers are <paranoid>
Cheers,
Gary
Quote:
Originally Posted by Sanguinemetaldawn
Greetings again Col.
Anyway, I have a question about weapon esoterica that has been bugging me, and hopefully I can draw on your historical expertise.
The question has to do specifically with Horseman's weapons vs Footman's weapons (maces, flails, etc).
Now, my understanding has been that Horseman's weapons were typically smaller/lighter than the footman's weapon of the type, the reasons being that generally only one hand was free (the other hand gripping the reins/shield/etc.) and greater control was necessary in order to avoid cracking one's mount on the head.
This seems to be corroborated
by your damage listings for the weapons in 1st Ed. D&D
I recently read (can't remember where) that horseman's weapons needed to be longer, that a greater reach was required since they were striking from atop horseback. Although I don't remember the site, I remember it being reputable.
And both positions sound reasonable, which creates a bit of a tension in terms of developing weapons useful for attacking from horseback.
Any light you can shed on this? Would certainly be appreciated.
Hmmm...
I have no idea who asserted that horsemen's weapons had to be longer than those of footmen. To the best of my knowledge that is simply not the case. Horsemen used swords no longer than most footmen, shorter than many such as the hand-and-a-half and two-handed sword. Horsemen's lances were c.14' long, while long spears were 16' in length, pikes from 18' to 21'. A horsman's mace as well as war hammer and flail are considerably shorter than the large ones used two-handed by footmen.
In point of fact, horsemen generally fought other horsemen or rode down footmen not able to keep them at bay.
Cheers,
Gary
Q: What is a bastard
sword?s space
requirement and speed factor
when
used one-handed?
A: The same as when
it is used two-handed.
(150.10)
Q: If a fighter is
specialized (or double
specialized) in a bastard
sword,
does he get the specialization
bonuses
when using the sword twohanded
and one-handed?
A: A bastard sword
is primarily a twohanded
weapon. For purposes of
game
balance, it is best to limit
specialization
bonuses to two-handed use
(or let the
player choose).
(150.10)
BATTLE
AXE
Q: Why isn?t the
battle axe listed as a
two-handed weapon on table
49?
A: Battle axes were
used with two
hands, at least sometimes.
Perhaps
the battle axe should be
treated like
a bastard sword, with two
sets of
statistics.
A battle axe is not a two-handed
weapon. It is true that
battle axes were
often used with two hands,
but this was
because a man without a
shield did not
have anything better to
do with his free
hand and the axe?s long
haft provided
space for the additional
grip. If you want
to experiment with statistics
for twohanded
use, improve the speed factor
and
AC adjustment for all armor
types by + 1
and increase the damage
inflicted to 3-9
(2d4 + 1). Weight, length,
and space required
are unchanged. The improvements
reflect the extra muscle
the wielder gains
from using two hands.
(151.9)
1. Aklys - 2 gp
2. Atlatl - 1 gp
3. Axe, battle - 5 gp
4. Axe, hand or throwing - 1 gp
5. Bardiche - 7 gp
6. Bec de corbin - 6 gp
7. Bill-Guisarme - 6 gp
8. Scorpion
9. Blowgun - 20 gp
10. Blowgun Needle - 1 sp
11. Bow, composite short - 75 gp, 5#
12. Bow, composite, long - 100 gp, 8#
13. Bow, long - 60 gp, 10#
14. Bow, short - 15 gp, 5#
Arrow, normal, single - 2 sp
Arrow, normal, dozen - 1 gp
Arrow, silver, single - 1 gp
15. Caltrop - 2 sp
16 .Crossbow, hand - 300 gp
Quarrels for same - 100 gp
17. Crossbow, heavy - 20 gp, 8#
18. Crossbow, light - 12 gp, 5#
19. Dagger and scabbard - 2 gp
20. Dart - 5 sp
21. Fauchard - 3 gp
22. Fauchard-Fork - 8 gp
23. Flail, footman's - 3 gp
24. Flail, horseman's - 8 gp
25. Fork, Military - 4 gp
26. Garrot - 1 ep
27. Glaive - 6 gp
28. Couteaux de Breche
29. Glaive-Guisarme - 10 gp
30. Guisarme - 5 gp
31. Bill
32. Bill Hook
33. Guisarme-Voulge - 7 gp
34. Lochaber Axe
35. Halberd - 9 gp
36. Hammer, Lucern - 7 gp
37. Hammer - 1 gp
38. Harpoon - 5 gp
39. Hook Fauchard - 6 gp
40. Javelin - 10 sp
41. Knife & scabbard - 1 gp
42. Lance - 6 gp
43. Lasso - 5 sp
44. Mace, footman's - 8 gp
45. Mace, horseman's - 4 gp
46. Man Catcher - 25 gp
47. Morning star - 5 gp
48. Godentag
49. Holy Water Sprinkler
50. Partisan - 10 gp
51. Bohemian Ear-Spoon
52. Pick, Military, footman's - 8 gp
53. Pick, Military, horseman's - 5 gp
54. Pike, awl - 3 gp
Quarrel (or Bolt), light, single -
1 sp
Quarrel (or Bolt), heavy, score -
2 gp
55. Ranseur - 4 gp
56. Chauves Souris
57. Ransom
58. Rhonca
59. Roncie
60. Runka
61. Sap - 1 gp
62. Scimitar - 15 gp
63. Cutlass
64. Sabre
65. Sickle-sword
66. Tulwar
67. Sling & Bullets, dozen - 15 sp
Sling Bullets, score - 10 sp
68. Spear - 1 gp
69. Spetum - 5 gp
70. Corseque
71. Korseke
72. Spiked Buckler - 10 gp
73. Staff Sling - 2 gp
74. Sword, bastard, & scabbard - 25 gp
75. Sword, broad, & scabbard - 10 gp
76. Sword, falchion, and scabbard - 10 gp
77. Sword, khopesh - 10 gp
78. Sword, long, & scabbard - 15 gp
79. Sword, short, & scabbard - 8 gp
80. gladius
81. xiphos
82. baselard
83. cinquedea
84. katzbalger
85. model 1832 foot artillery sword
86. Sword, two-handed - 30 gp
87. Trident - 4 gp
88. Voulge - 2 gp
89. Whip - 3 gp